Introduction
Hello. The current sensor/jamming/cloaking system is not one that many players nor Schine appear to be satisfied with at the moment for many reasons. Scanners are not very useful though there are plans to expand their utility while both cloaking and jamming have an entire litany of issues. One of the most glaring to me appears to be that both are a binary effect. There's no degree of play and counter play, which means if one is being used there's really nothing that can be done about it short of “kill it” and that's if they even get the chance. (I've personally seen Jammer equipped torpedo's that would prevent the AI from hitting them and are also too fast to hit manually for example). Hard absolutes such as these are very difficult to balance while also trying to encourage interesting game play.
As a result I've been thinking about how to potentially solve this for a bit and finally decided to put my two cents before the acid test of both the council and my fellow players. Within I will attempt to lay out the foundation of a system that I hope will fulfill the following four goals ranked in order of importance.
- It must be fun for all players involved.
- It must attempt to avoid win/lose scenario's that are impossible to counter under all circumstance. See goal one.
- It must be both simple to learn yet offer enough depth that mastery keeps veteran players engaged. See goal one.
- It must provide a solid foundation that can be expanded upon based on feedback and future additions.
Please note that all terms and numbers used in this post are purely for demonstration purposes and are not intended to represent final mechanics or names.
TLDR Summery
(This section actually kept up to date)
(This section actually kept up to date)
- Things in StarMade space make noise. Could be EM radiation, could be fairydust. How much noise a thing makes is their Signature. This decreases with distance making it harder to detect the farther it is.
- All else being equal including range, how much noise is made determines how easy something is to actually detect. This value can be negative for really sneaky stuff like Cloaks or when within a Jammers area of effect which can suppress a Signature score via the use of system+controller blocks akin to other ship systems. This is to still allow both Cloaks and Jammers to exist while also letting sufficiently powerful powerful sensor groups to see through their effects rather than an effect that is both absolute and unable to be countered. As a note Jammers suppress other signatures within their area of effect at the cost of raising the hosts own Signature by an equal measure.
- Scanner Antenna's placed into a single group are a Sensor, with sensitivity in general proportion to size. All else being equal, the more sensitive it is the farther away a given noise can be detected. This is represented by their Resolution. This does mean a larger ship can mount a more sensitive array.
- Sensors by default are passive entities which do not actively transmit. However they do have an optional Active ping that can be toggled to trade increased Resolution for temporarily raising ones Signature due to being quite noisy.
- These two values interact so that a noise one array cannot detect at a given range may be picked up by having a more sensitive array and/or moving closer to the source. This result is the Return and is determined by adding a Sensors Resolution to an entities modified Signature (due to cloak/jamming/distance/etc). This value can be negative in which case the Return is negative and too weak for that Sensor to currently pick up.
- If something is picked up and displayed on the Flight Hud as a Sensor Lock. The stronger the resulting Return (how well can a certain thing be seen) the more information you get, the quicker weapon lock-on times are, and the more accurate both Players (via improved target lead estimation) and AI/NPC's can target. Though even if no Sensor Lock occurs both are still free to "eyeball" things and attempt to land hits without those aids at reduced accuracy.
Key Terms
- Active:
- Sensor mode that transmits signals. Trades Stealth and increased power consumption for greater Resolution. Can be toggled using mechanics similar to Thruster calibration.
- Cloaking:
- The ability to suppress a ship or stations Signature with an active effect.
- Contact:
- A Signature bearing entity that can potentially be detected when within range of a Sensor.
- Drop Off:
- How quickly does a Signature degrade when traveling.
- Jamming:
- The ability to suppress the signature of other ships or stations within range at the cost of raising your own by an equal amount.
- Lock:
- A contact that has been successfully Detected is considered to have a Sensor Lock upon it until its lost.
- Passive:
- Sensor mode that only listens for ambient signals. Trades decreased Resolution for Stealth and less power consumption. Can be toggled using mechanics similar to Thruster calibration.
- Resolution:
- A measure of a Sensors given sensitivity. This value CANNOT be negative.
- Return:
- How strong the effective Signature of something is. The higher the return is over zero the stronger the resulting Sensor Lock.
- Sensor:
- Scanner Antenna modules in one or more grouped arrays. Uses similar grouping mechanics Power Capacitors with rapidly increasing power usage. A a concession for ease of play assumed to be omnidirectional through directional detection could be interesting.
- Signature:
- How much broad spectrum EM “noise” something emits. This value CAN go negative.
System Basics
The core of this suggestion is the assumption that all entities in StarMade, be they natural (planets/asteroids/Stars) or artificial(ships/stations), produce a varying amount of broad spectrum electromagnetic “noise” referred to henceforth in this post as a Signature. Each entity can only have one Signature value that represents the total sum of any system Signatures or effects they contain and is displayed (in the case for a player piloted entity either on the Flight Hud or in Build Mode) rounded up to the nearest Integer. Various things can effect this Signature, including Distance via Drop off, Energy usage/generation, use of Cloaking/Jamming Systems, Sensors, Weapons fire, FTL, etc. This Signature can potentially be detected by anything with a Sensor Group, henceforth shortened to Sensor, consisting of a contiguous group of one or more Scanner Antenna's linked to a Scanning Computer. However this is not automatic.
A Sensor has a Resolution based on its total group and is a measure of how sensitive a given array is. The higher its Resolution the farther it can potentially detect a Signature of a given strength. Sensors can be run in two modes, Active and Passive. Switching between each requires Calibration time similar to the mechanic currently used for Thrusters and until cool-down finishes they cannot detect anything nor be detected in turn while still consuming power.
When in Active mode a Sensor has its maximum Resolution at the cost of increased power consumption and actively transmitting which allows it to potentially be detected by other sensors by adding its own Resolution (in part or whole) to the entities overall Signature. Sensors in Passive mode suffer reduced Resolution due to only listening to ambient signal sources in exchange for reduced power consumption and lack of active transmission. While this means they are less acute it also means they are not transmitting any signals thus cannot be detected and do not increase an entities Signature.
In order to check if a Contact is actually detected a simple quick contest occurs between the Sensor or largest Sensor if an entity has multiple. Its Resolution is added to the modified Signature of the Contact as adjusted for Distance and other factors. The result found is the effective Return, or how strong a given Signature is detected, and if this value is greater than or equal to zero the Contact is picked up and displayed on the Player HUD as a Sensor Lock, hereafter called Lock. If the value is less than the Contact is not actually detected and thus not shown on the Player HUD. This allows a Signature of a given strength to be picked up at longer ranges by Sensors with higher Resolutions. Lock is assumed to remain until interrupted by a Return dropping below zero.
(If desired, one could potentially use the resulting margins of success and failure to determine the exact effects besides a simple Yes/No statement on if something is actually detected. Some potential examples would be basing missile lock on time on the level of Return or the exact level of detail given on a Contact that is successfully detected. Or even potentially the general direction of a Contacts FTL jump.)
Cloaking and Jamming are something that need their own paragraph to cover. Cloaking would be similar to what we have now and would serve to lower an entities Signature while active. However it would follow the current pattern of a controlling block linked to modules with the ratio of system size to overall mass would determine the strength of the overall effect. Cloaking may or may not also visually hide an entity using it and that is not discussed in this post. Jamming would work similarly and serve to reduce the Signature of all entities within its area of effect be they friend neutral or foe at the cost of raising the host entities Signature by the same amount. The ratio of system size to mass determining both how wide and strong the Jamming effect would be.
The reason I consider it critical that these two items be treated like other systems is that by doing so allows them to interact with Sensors without any of them being a certain win or loss like we have now. Any Sensor could potentially cut through any Cloak or Jamming given the right circumstances, but any Cloak or jamming could potentially still fool said Sensor in turn. All based purely on how a specific combination interacts along with player skill. This is the key element of dynamic interplay I feel is missing from the current system.
A Sensor has a Resolution based on its total group and is a measure of how sensitive a given array is. The higher its Resolution the farther it can potentially detect a Signature of a given strength. Sensors can be run in two modes, Active and Passive. Switching between each requires Calibration time similar to the mechanic currently used for Thrusters and until cool-down finishes they cannot detect anything nor be detected in turn while still consuming power.
When in Active mode a Sensor has its maximum Resolution at the cost of increased power consumption and actively transmitting which allows it to potentially be detected by other sensors by adding its own Resolution (in part or whole) to the entities overall Signature. Sensors in Passive mode suffer reduced Resolution due to only listening to ambient signal sources in exchange for reduced power consumption and lack of active transmission. While this means they are less acute it also means they are not transmitting any signals thus cannot be detected and do not increase an entities Signature.
In order to check if a Contact is actually detected a simple quick contest occurs between the Sensor or largest Sensor if an entity has multiple. Its Resolution is added to the modified Signature of the Contact as adjusted for Distance and other factors. The result found is the effective Return, or how strong a given Signature is detected, and if this value is greater than or equal to zero the Contact is picked up and displayed on the Player HUD as a Sensor Lock, hereafter called Lock. If the value is less than the Contact is not actually detected and thus not shown on the Player HUD. This allows a Signature of a given strength to be picked up at longer ranges by Sensors with higher Resolutions. Lock is assumed to remain until interrupted by a Return dropping below zero.
(If desired, one could potentially use the resulting margins of success and failure to determine the exact effects besides a simple Yes/No statement on if something is actually detected. Some potential examples would be basing missile lock on time on the level of Return or the exact level of detail given on a Contact that is successfully detected. Or even potentially the general direction of a Contacts FTL jump.)
Cloaking and Jamming are something that need their own paragraph to cover. Cloaking would be similar to what we have now and would serve to lower an entities Signature while active. However it would follow the current pattern of a controlling block linked to modules with the ratio of system size to overall mass would determine the strength of the overall effect. Cloaking may or may not also visually hide an entity using it and that is not discussed in this post. Jamming would work similarly and serve to reduce the Signature of all entities within its area of effect be they friend neutral or foe at the cost of raising the host entities Signature by the same amount. The ratio of system size to mass determining both how wide and strong the Jamming effect would be.
The reason I consider it critical that these two items be treated like other systems is that by doing so allows them to interact with Sensors without any of them being a certain win or loss like we have now. Any Sensor could potentially cut through any Cloak or Jamming given the right circumstances, but any Cloak or jamming could potentially still fool said Sensor in turn. All based purely on how a specific combination interacts along with player skill. This is the key element of dynamic interplay I feel is missing from the current system.
A few basic rules the system would potentially follow
- Sensors require a reasonable Line of Sight to a Contact before they can check to see if it is actually detected. Depending on the specifics this may or may not mean Signatures are attenuated by the total block mass between them and a sensor potentially effecting among other things ideal sensor placement. This could allow Locks to be broken.
- Bigger Signature usually trumps smaller. If an Entity is hiding behind something with a significantly larger Signature, the smaller one cannot be detected until this is no longer the case. Conversely, a smaller Signature hiding in front of a larger one would treat the latter as if it were a jamming effect due to trying to pick out a dimmer object hiding in the middle of a floodlight. This could allow for Locks to be broken.
- Bigger Resolution trumps smaller. In cases where an entity has multiple sensor groups only the highest Resolution sensor is used.
- Both Cloaking and Jamming effects do not discriminate between Friend or Foe, and will effect all parties within range equally. This could allow Locks to be broken.
Worked Examples
For all worked examples, as stated previously, please keep in mind any listed value's are used purely for demonstration purposes and picked for simplicity. The math may also be slightly wrong since its not my strong suit.
The Pirate ship MurderFace is attempting to stalk the Trade Guild freighter MoMoney. Lets assume Drop Off is a reduction of 1 for every 10 meters (Inverse Square Law, whats that? :D) and that Passive sensors have ½ their Active Resolution.
MurderFace's Captain orders the Sensor array to run passive and to engage cloak as the hunt begins. Their cloak reduces their base Signature of 30 by an impressive 50 points, giving them an effective Signature of -20. Their usually 100 Resolution Sensor starts to re-calibrate into Passive mode, which will reduce its Resolution to only 50.
Meanwhile MoMoney isn't yet aware of the danger and has no cloak to run since those cost money to run and to maximize profits operational costs have to stay low. They have a small navigational array that's currently operating in Active mode with a Resolution of 21. This gives them an overall Signature of 20.
MurderFace's Sensors finally reset and start passively listening for targets. With an effective Resolution of 50 they raise the Signature of MoMoney to 70. This means that even with Signatures decreasing by 1 point for every 10 meters traveled (or fraction there of) they are still able to establish a Lock up to 700 Meters away. Their captain orders preparations to prepare boarding as they creep closer.
MoMoney continues on their course to deliver Space-Ale to a nearby Trading Post. With an Active Sensor array working at maximum efficiency they have an effective Resolution of 21. However vs the -20 Signature of MurderFace they won't be able to establish a Lock until (due to rounding up) the Pirates get within 20 meters. While the crew of MoMoney at least gets some warning it comes only moments before their hull is swarming with Pirates. Things are going to be interesting.
MurderFace's Captain orders the Sensor array to run passive and to engage cloak as the hunt begins. Their cloak reduces their base Signature of 30 by an impressive 50 points, giving them an effective Signature of -20. Their usually 100 Resolution Sensor starts to re-calibrate into Passive mode, which will reduce its Resolution to only 50.
Meanwhile MoMoney isn't yet aware of the danger and has no cloak to run since those cost money to run and to maximize profits operational costs have to stay low. They have a small navigational array that's currently operating in Active mode with a Resolution of 21. This gives them an overall Signature of 20.
MurderFace's Sensors finally reset and start passively listening for targets. With an effective Resolution of 50 they raise the Signature of MoMoney to 70. This means that even with Signatures decreasing by 1 point for every 10 meters traveled (or fraction there of) they are still able to establish a Lock up to 700 Meters away. Their captain orders preparations to prepare boarding as they creep closer.
MoMoney continues on their course to deliver Space-Ale to a nearby Trading Post. With an Active Sensor array working at maximum efficiency they have an effective Resolution of 21. However vs the -20 Signature of MurderFace they won't be able to establish a Lock until (due to rounding up) the Pirates get within 20 meters. While the crew of MoMoney at least gets some warning it comes only moments before their hull is swarming with Pirates. Things are going to be interesting.
Fresh off their haul of Space-Ale (wimpy Trade Guild lackey's are no match for Laser Cutlasses) the Pirate ship MurderFace is out on the hunt once again. This time they feel cocky and decide to stalk the Outcast ship Voids Shadow with the same assumptions as before.
Once again MurderFace goes into silent running with an effective Signature of -20 and Passive Sensor Resolution of 50.
The Voids Shadow does possess a cloaking system but is currently not making use of it, leaving with with an effective Signature of 30. However unknown to anyone but their crew (and the wreck they “liberated” it from) packed into the hull is an absolutely massive 300 Resolution Sensor. Currently this is operated in Passive mode to ration power consumption giving it a still impressive Resolution of 150. This has the side effect of not raising their overall Signature even higher.
MurderFace can establish a lock onto the Voids Shadow with Passive Sensors at 800 meters or less. They continue to creep closer and once again prepare for boarding.
Voids Shadow however due to their highly sensitive array, at 150 Resolution, is able to establish a Lock on the tiny sensor Return of MurderFace at 1.3 Kilometers away. Their captain decides to let the Pirates continue to think they have remained undetected for the moment, letting them close to before unloading everything they have at point blank range once most of the Pirates are ready to board. Based on these readings the captain decides MurderFace has some nice weapons worth salvaging and its more efficient to target the meat instead of the metal. The crew of MurderFace won't know what hit them.
Once again MurderFace goes into silent running with an effective Signature of -20 and Passive Sensor Resolution of 50.
The Voids Shadow does possess a cloaking system but is currently not making use of it, leaving with with an effective Signature of 30. However unknown to anyone but their crew (and the wreck they “liberated” it from) packed into the hull is an absolutely massive 300 Resolution Sensor. Currently this is operated in Passive mode to ration power consumption giving it a still impressive Resolution of 150. This has the side effect of not raising their overall Signature even higher.
MurderFace can establish a lock onto the Voids Shadow with Passive Sensors at 800 meters or less. They continue to creep closer and once again prepare for boarding.
Voids Shadow however due to their highly sensitive array, at 150 Resolution, is able to establish a Lock on the tiny sensor Return of MurderFace at 1.3 Kilometers away. Their captain decides to let the Pirates continue to think they have remained undetected for the moment, letting them close to before unloading everything they have at point blank range once most of the Pirates are ready to board. Based on these readings the captain decides MurderFace has some nice weapons worth salvaging and its more efficient to target the meat instead of the metal. The crew of MurderFace won't know what hit them.
*Fixed some spelling.
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